Thanks all. I hope you like it. Let me know if there are any issues! It was a lot of work, but if you want to try to make some parties yourself, it isn't that hard. SCPX put a little blurb in his (her?) mod about how to do it. What took the longest for me was balancing, especially writing the PERL script to read the parties file and calculate the stats, and making the logos. If you just want to make new parties, it only takes a few minutes! Great
General Pants
This mod includes 32 additional political parties, for a total of 40... try building a consensus now! These parties have been carefully balanced using a detailed comparison of abilities costs and AI preference. Many have asymmetric "penalties" to balance out their bonuses; you lose more if you lose power than you got for being in power. Among the parties you will find some "singleton" (one-bonus), and some "dilettante" (three- or four-bonus) parties, as well as more conventional ones. All have o
When I made the Light Jewels Mod, I had two other lights in mind, but they required new textures, and I just didn't have the time. I still don't have time for them, but here they are... neon lights! These are solid-colored, differently-shaped versions of the light jewels. They lack the "glare" effect of the other lights, so they don't have a preferred orientation. Included are two new styles for each of the 20 color schemes (yup, that's 40 jewels): a long, think "rod" light and a "ring" light. T
31 more "new" jewels for your ships, with the loose theme of logistics... they mostly look either like stuff to transport things, or things in which to transport stuff. It's a bit of a stretch; see the "notes" below. INCLUDES: - Ten parts used on the asteroid mining bases, including the base core (not available elsewhere); - all eight starbase "cores," both the DL and DA versions (I love the DL Influence base core!); - the five ground forces units (including t
This just posted: V1.1: implements dummy left constructor and trade modules, ala GC2:DL. V1.2: corrects error whereby some of the logo jewels didn't work if you didn't have my logo mod, removes extraneous files from download. V1.3: corrected bump maps for lifeboat and docking ring, all other textures for the latter. V1.4: corrected same bumpmaps so they look somewhat more correct. If you haven't noticed a
Version 1.1 was just posted: V1.1: Based on player feedback, I have lowered the value of the Colonize Exotic Worlds abilities considerably. I originally set them high because I felt that they would be especially problematic for the AI. Of course, I don't recommend giving the AI these penalties anyway, so that doesn't really make much sense, does it? Many thanks to OilAggie and Lukas Dettlinger for feedback!
Formis, The Caimanoid is incredible! I am speachless. I'd go into more details about my reaction, but they are too embarrassing! Those are simply amazing... the expressions are fantastic. You really could do this professionally, you know? The "happy" picture is expecially convincing, moreso because that is a very difficult expression for a reptile to convey... have you kept herps as pets? My only regret is that I don't think I can play AGAINST this portrait, because I can't bea
Cool, thanks a bunch, Kryo! GP
Cari Elf's modding guide says this: "Hulls used to use the Category string to determine how to scale them in the combat viewer, but it appears that they now use the Model name, so you should always use the category name in the filename of the .x file." This doesn't explain what happens if the model name doesn't have one of the set names in it (for example, you have modded a new hull size). I have seen mods where other hull sizes are used (e.g., vernerio's GC2 Makeover). <br
I myself noticed the problem from time to time, but i do not really remember, on wich parts it occured and it would take ages, to go through all the styles and try every piece of jewelry... Knowing the right pieces, fixing it would be quite easy. Sounds like first we need a map, showing the pieces, and their names... for the DL jewels, that is easy, because most of them have thumbnails... the DA jewels are harder. Anyone have a lot of time on their hand
Kryo, I spoke too soon... there are two more new mods of mine also waiting to go up: neon lights and logistics jewels. Thanks! Jon
Kryo, When you next have time to deal with mod approvals, I just uploaded updates to my penalties mod and my jewels mod, as well as a new political parties mod (it's the old one, but now not using other people's material). Thanks, GP
General Pants - your caimanoid will be finished this weekend. I looked up several reference photos to sculpt the head into a fairly caiman-like shape. I'm as giddy as a schoolgirl! The color sounds awesome! As for clothing - harnesses. I have not yet settled on rank insignia as badges attached to the harness, as body paint
Slu, Problem is, knkg is a little too busy to help with turrets. I'm not too worried... someone will do them eventually. BTW: The ground-forces models will be implemented as ship jewels in my next jewel mod... including the ground turret. So you'll have at least one turret. GP
I think they are not Metaverse safe. I know my Mods aren't, and they do the same - add jewelry. Refar: are your mods available? I looooove jewelry! General Pants, is there any way to correct some default in game jewels (such as the terran pieces that aren't *quite* symmetrical when flipped in the opposite direction)?[...] I am extremely OCD about my ship designs and even the slightest flaw causes me to scrap the
Quick question are they Metaverse friendly and do they require Kryo's hull mod? And the quick answers: I don't know, and no. I'm sorry, but I don't play on the metaverse. I would assume they would be ok, since they don't actually change anything about how the game is played, but I don't know how the system evaluates mods.
Hey General Pants... is there a link to your mod? does anyone have a link to ALL the jewlry/weapon and such mods available? WWW Link The new one isn't up yet, though. I'm working with knkg to refine some of the models. As for all mods, you can look through the Library. Unfortunately, some of the mods discussed here are NOT indexed as "ship components."
so, how many jewelry mods are there out there? there's general pants' -- doesn't someone else have one? kenwebb, i think? There is also a mod that adds dummy versions of functional components (weapons, etc).
General Pants - Your caimanoid is up next. The details you provided were very helpful. I have some stuff roughed out - needs polish now. Let me know if you need anything (e-mail may be faster than the forum). One thing to consider: I noticed you like to armor your creations... crocodilians are, of course, already armored. My first thought was that it would be funny to just have them wear a loose-fitting tunic, but that seemed a little silly. Maybe their
will your pack work with kryos? It should... it better... if it doesn't, PLEASE tell me! sweet crackers, thanks! No problem... I threw in all the starbase cores, old and new versions. The mod will be done soon... waiting to see if I can get some new 3D models. so, how many jewelry mods are there out there? there's general pants' -- doesn't someone else have o
because by profession I am actually an honest-to-goodness research biologist. Small world, huh? I bet my loans can beat your loans.
Ok... in that case may i ask something of you, Please tell me what program you used to create those domes and does it add 'hard points'? Sorry, I didn't make them... the first is a re-texturing of the model of the "light" jewels from GC2, and the other is a part from one of the demo ships. You should be able to do what you need to do in Blender (which is free)... I suppose. They say hardpoints are "null on the model," which I assume means you add an elem
KK, That looks absoulutely fabulous! I'll e-mail you. And haven't you seen Ghostbusters? "... if someone asks you if you are a god, you say YES!" GP
Working on a sequel that will add the two styles I didn't have a chance to add previously, the "neon" lights. These will be a rod and a ring, with no directional "light glare". They will have hardpoints, so you can put rods end-to-end to make long neon bulbs.
For anyone who might be interested: I am working on a new jewel pack. If approved, this one will incorporate: - the ground-forces units (APC, tank), allowing you to put a "staging area" on your landing ships; - the core sections of the starbases (old and new); - the mining base parts; - some of the cargo ship hulls as jewels (they are great for this, oddly enough); - some "odds and ends" from the original GC2 release, like the tutorial ship hull. Some